Hasty Briefsbeta

How fast is Go? simulating particles on a smart TV

19 hours ago
  • #multiplayer
  • #simulation
  • #golang
  • Challenge to simulate millions of particles in Go with multi-player support and CPU-only computation.
  • Initial approach involved a WebSocket server merging multiple upstream servers, leading to the particle simulation project.
  • Determinism is key for predictable and reproducible multi-player simulations, reducing the need for syncing large game states.
  • Inspiration from deferred shading in graphics programming to decouple simulation size from client data needs.
  • Server-side rendering (SSR) approach to send simulation frames as video to clients, reducing client-side computation.
  • Comparison of data transfer methods: raw frame buffers vs. particle data, highlighting trade-offs.
  • Implementation details: TCP WebSocket for simplicity, double buffering, and avoiding locks for performance.
  • Optimizations: worker pools, frame buffer reuse, delta encoding, and bit packing to reduce data size.
  • Performance analysis using pprof, identifying bottlenecks in simulation and broadcasting frames.
  • Final solution supports millions of particles and scales to hundreds of clients with minimal CPU usage.
  • Deployment on a budget VPS demonstrates practical scalability and performance.